/*
 * Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
 * All rights reserved.
 *
 * This file is part of Harmattan SmashMiner OpenGL game application.
 * 
 * Harmattan SmashMiner OpenGL Example Application version 1.0.0
 *  
 * Latest update: 15.4.2011
 *
 * The Harmattan SmashMiner OpenGL example application demonstrates how to use 
 * the OpenGL ES in Harmattan devices.
 *
 * This example is provided as a starting point for 3rd party
 * developers (you) to ease the implementation of OpenGL based 
 * games. Ideas, parts of code or methodologies that this
 * example application uses can be freely used without restrictions.
 *
 * See file README.txt how to build and compile this example application
 * in the Harmattan SDK environment. 
 * 
 * See file INSTALL.txt to find out what is required to run this
 * application and how to install the application to the device or
 * alternatively in QEMU-emulator.
 *
 * The LICENSE.txt file explains the license this software is provided
 * with. A copy of the same license is included in this source file.
 * 
 */

/*
 * Copyright (C) 2011 by Nokia Corporation.
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */

#ifndef GAMEEFFECT_H
#define GAMEEFFECT_H

#include <QGLWidget>    // just for GLfloat...
#include <QObject>

#include "defines.h"
#include "soundengine.h"

class GameEngine;

class GameEffect : public QObject
{
    Q_OBJECT

public:

    /*!
      \enum GameEffectType
      Types for game effects.
    */
    enum GameEffectType {
        /// Default effect
        Default = 0,
        /// Sound effect
        SoundEffect,
        /// Space craft game effect
        SpaceCraftEffect,
        /// Hyper jump in effect
        HyperJumpInEffect,
        /// Hyper jump out effect
        HyperJumpOutEffect,
        BombEffect
    };

    GameEffect(int frame, FPtype timestamp, GameEffectType);

    inline int frameNumber() { return storedFrameNumber; }
    inline FPtype timeStamp() { return storedTimeStamp; }
    inline GameEffectType type() { return effectType; }

    virtual void start(int msecs = 0) = 0;

private:

    int storedFrameNumber;
    FPtype storedTimeStamp;
    /// Type of game effect. \sa GameEffectType
    GameEffectType effectType;
};

class SoundEffect : public GameEffect
{
    Q_OBJECT

public:

    SoundEffect(int frame, FPtype timeStamp, SoundEffectType);
    void start(int msecs = 0);

signals:

    void play(SoundEffectType);

private:
    /// Type of sound effect. \sa ::SoundEffectType
    SoundEffectType type;
};

#endif // GAMEEFFECT_H
